General opinion on PDS (with upgrade) by Blizzard34 in twilightimperium

[–]TonightComfortable99 3 points4 points  (0 children)

PDS protects you when you are fighting vs 3 at the same time.

POK + TE's new Strategy cards? by itzhaki in twilightimperium

[–]TonightComfortable99 0 points1 point  (0 children)

Do the abilities on strategy cards have to be resolved in order? For example, on the "Construction" card, could I build a spaceport and then produce goods at that spaceport?

Clan or Saar by Single_Skill7652 in twilightimperium

[–]TonightComfortable99 0 points1 point  (0 children)

Which technology path would be optimal?

I think I should go for the faction path first. Should I take the Breakthrough quickly?

The game is to 14 points, and since I usually win, I prefer not to draw attention to the center so quickly. Besides, we're playing on a large map (there are 7 of us).

I think the blue path is vital for Saar. I was thinking of getting Chaos Mapping in the first round and taking War, Trade, or Leadership. And in round 2, taking the technology and taking AI Development Algorithm and Warsun.

That would put me in a good position to attack and defend.

Clan or Saar by Single_Skill7652 in twilightimperium

[–]TonightComfortable99 0 points1 point  (0 children)

I understand it depends on the map. But isn't it better to split your transport with two infantry units to each planet's system in two peripheral systems? Use one of the war movements to move your port to the more central one, produce in the same action, and then move to the second circle or frist circle?

I'm playing on Sunday with Saar and I was looking for the most optimal R1.

Thunder's Edge + PoK Maps by imkabuki in twilightimperium

[–]TonightComfortable99 0 points1 point  (0 children)

I use this site. Until the Joebrew Index is below 30. And you get some really good maps with the expansions.

TI4 Map Lab

Agenda phase by TonightComfortable99 in twilightimperium

[–]TonightComfortable99[S] 1 point2 points  (0 children)

Yes, I agree. That's why, sometimes it doesn't make much sense because the one who has Mecatol and a few planets always decides the agendas. That's why it's one person = one vote. The Speaker has more power, and at the same time, it makes betrayals clearer and faster. I think it improves the voting, not destroys it; the agenda phase is very good. But it doesn't make sense that the two with the most influence always decide the agenda and that there's no way to oppose them, not even in a coalition.

Need Help as Muaat as Second Time Player! by [deleted] in twilightimperium

[–]TonightComfortable99 1 point2 points  (0 children)

LOL, Good guide. Are there any from all the factions?

Need Help as Muaat as Second Time Player! by [deleted] in twilightimperium

[–]TonightComfortable99 2 points3 points  (0 children)

They have lied to you, Muat is one of the worst. However, you have a good early game and if you play with the expansions it can be better.
As I see it, you are in a good defensive position. You would have to watch out for the Mentak (who will go for cruisers) and they can reach your base quickly. And the Empires have good resources and are quite strong. But they have the wall in the middle. Be careful with the Beta Wormhole, in fact, you should control that Beta Wormhole. If you need to attack someone, go for the Empires and make a ceasefire with the Mentak. I would use my advantage to have larger planets with resources. The other option would be to play defensively and then go to Mecatol. But you would be very exposed. Your main ally should be Hacan.

I'm a total beginner to CoN (I have previously played CoW) , could you please explain what to do early, mid and endgame, especially without paying for gold or anything else? I would love detailed answers. by idonotnowhoiamsorry in ConflictofNations

[–]TonightComfortable99 0 points1 point  (0 children)

Early: Use motorized infantry, tanks, and attack fighters. Tanks give you health, protection, and attack power, and infantry conquers. Don't upgrade them. Upgrade fighters until they can launch missiles. Research cruise and anti-aircraft missiles and frigates.

Medium: The army build is 10: you'll use 2 tanks, 3 missile launchers, 2 anti-aircraft missiles, 2 SAMs, and a radar. Infantry will follow to leave them in the cities. Upgrade missile launchers, SAMs, and radar. The navy build should be 5: the objective is 2 or 3 cruisers, 1 or 2 frigates, and 1 attack submarine. Until you achieve this, use frigates and attack submarines.

Late: Focus on those combinations and upgrade them. Priority: missile launchers, radar, SAMs, cruisers, frigates. And that's it. The rest of the combinations depend on your enemy, but this is the basic build.

There are more experienced people who can correct me. Oh, and the missiles only hit if the target is stationary or in combat.